you seem to use a lot of multi-reverse sliders (if thats what they're called lol), which is discouraged according to the ranking criteria. i would suggest you make them sliders with circles here and there.

00:00:870 (1) - touching hp bar, should move down a bit00:24:270 (5) - tbh i think two 1/4 sliders instead of a repeat sound better rhythmically. it covers the important sound as well so g00:28:470 (2,3) - ds00:36:270 (5) - overlap here isn't really the best choice, since a new player can misread it easily. same goes for the next 3 sliders

hard:

00:11:670 (5,6) - sounds weird that you didn't map the triple. you could do something like this?00:24:270 (3,4) - you could stick with straight sliders like you did previously at 00:23:670 (1,2) - 00:39:870 (5) - you could instead make this a 1/2 slider and a circle on the white tick to emphasize both strong sounds

insane:

00:36:270 (1) - might wanna space this out farther to show it's a 1/1 gap

some type of gun:

00:09:270 (1) - don't think a new combo here is necessary, since there isn't any sort of sv change or rhythm change00:36:270 (1) - ctrl+ging this would keep the flow you've been using, +it flows nicer into the next circle00:39:870 (1) - i get how in the lower diffs, you were using sliders instead of circles to lower note density, but i think it's more appropriate to put circles here rather than use a slider, since there's a strong sound on the tail

Dashyy- wrote:

I know ._. , I'll get around to fixing it eventually

hard:

00:11:670 (5,6) - sounds weird that you didn't map the triple. you could do something like this? Either way could work, think I'll stick with what I have currently. 00:24:270 (3,4) - you could stick with straight sliders like you did previously at 00:23:670 (1,2) - I like how the different shapes seperate the half measure. Plus the straight sliders have the strong sound on 00:23:670 as opposed to 3 and 4 that don't00:39:870 (5) - you could instead make this a 1/2 slider and a circle on the white tick to emphasize both strong sounds There isnt really any sound on the red tic though.

insane:

00:36:270 (1) - might wanna space this out farther to show it's a 1/1 gap Thought the NC would be enough. Increased the SV and length instead, still stacked end on 2

some type of gun: (Its a sniper rifle. Thats what the map description is about ._.)

00:09:270 (1) - don't think a new combo here is necessary, since there isn't any sort of sv change or rhythm change Its a stylistic thing. Is fine.00:36:270 (1) - ctrl+ging this would keep the flow you've been using, +it flows nicer into the next circle I purposely broke flow here to show its a 1/2 beat gap instead of the 1/4 beat gaps previously. Thats also why its a new combo.00:39:870 (1) - i get how in the lower diffs, you were using sliders instead of circles to lower note density, but i think it's more appropriate to put circles here rather than use a slider, since there's a strong sound on the tail Since there isn't a sound on the 1/2 I'd either have to have 1 beat gaps like the start of the map or I could use these sliders. I like the sliders so its different from the start of the map.

[awm]00:11:370 (4,5,6,7) - 00:16:170 (4,5,6,7) - feels weird for these to be so comapct when drum is still strong + everything else is so spaced out00:14:070 (5) - maybe make this circle + 3/4 slider to emphasize that winding sound at 00:14:670 - 00:21:270 (1,2,3,4,5) - p dumb that every jump pattern is the same, theres more room for creativity but since u dont take advantage of that it makes the map feel pretty bland, which i think u were kinda going for00:28:470 (1) - 00:33:870 (2,3) - also room for cool patterns considering the general spacing; the triplet rhythm would be distinguishable even if u were to map it w/ circles00:53:670 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1) - maybe try something other than rotating jumps lol, maybe something that builds on the zig zag back and forth jumps u do a lotstuff here kinda applies to other diffs

[insane]00:11:370 (4,5,6) - weird for these to be spaced whereas in awm its notbetter in presentation than awm

[hard]00:12:120 - 00:16:920 - could use some loving on the drums00:35:520 - same00:34:920 (2,3) - stack

toybot wrote:

hi i had a p ok mod going on but then it deleted itself

[awm]00:11:370 (4,5,6,7) - 00:16:170 (4,5,6,7) - feels weird for these to be so comapct when drum is still strong + everything else is so spaced out Suppose if I map it spaced in Insane, theres no reason not to here00:14:070 (5) - maybe make this circle + 3/4 slider to emphasize that winding sound at 00:14:670 - yeah that works00:21:270 (1,2,3,4,5) - p dumb that every jump pattern is the same, theres more room for creativity but since u dont take advantage of that it makes the map feel pretty bland, which i think u were kinda going for Changed up the second one in the first half of the kiai. Other ones aren't exactly the same but i kinda get your point00:28:470 (1) - 00:33:870 (2,3) - also room for cool patterns considering the general spacing; the triplet rhythm would be distinguishable even if u were to map it w/ circles fuck it why not00:53:670 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1) - maybe try something other than rotating jumps lol, maybe something that builds on the zig zag back and forth jumps u do a lot I kinda want to change this pattern but I don't really have a solid idea on what to make, and I don't want to go too crazy with the jumps so there isn't too much of a star rating jump between Insane and here.stuff here kinda applies to other diffs

[insane]00:11:370 (4,5,6) - weird for these to be spaced whereas in awm its not Spaced in AWM instead.better in presentation than awm

[hard]00:12:120 - 00:16:920 - could use some loving on the drums Probably. Also fine as is imo.00:35:520 - same Makes sense here since I did in rest of kiai00:34:920 (2,3) - stack oops

00:23:970 (63) - This note does not seem to be needed. I'd suggest to delete it. It'll make a little break at the same time.

m'yeah, pretty much nothing to see here.

muzukashii

00:08:070 (16,17) - since the previous two notes were kats, these two notes should not have kats also since it doesn't cover the same sounds. I'd suggest you to change them for dons instead.

00:08:670 (18,19,20,21) - if you followed the previous suggestion, this one follows it. these notes basically have all the same intonation with the gun's sound. you should try to put all of these in kats in this case. It will also make a nice transition to the next big don, which has a louder sound.

00:21:120 (60) - this note right here does not seem to be needed as the sound at this place is too soft to be emphasized. By deleting the note, the section will be even because you'll separate both parts you were emphasizing (00:20:070 (55,56,57,58,59) - and 00:21:270 (60,61,62,63,64,65) - )

00:23:520 (71) - Same thing will apply to this note. Delete it.

00:24:120 (74) - Since you're going all in and the spread between Futsuu/Muzukashii will be an issue with this pattern, I'd suggest you to delete this note. It does not seem to be needed.

00:25:920 (84) - Same thing as mentioned on 00:21:120 (60) -

00:30:720 (102) - Delete this note.

00:31:320 (105) - This note should have a kat to follow the sound made with the next object.

00:33:870 (115,116,117,118,119,120,121,122) - This is not a thing I am suggesting at all for this kind of difficulty. Try to do something else, because it is an issue with the spread of both of your difficulties.

Gabe wrote:

00:23:970 (63) - This note does not seem to be needed. I'd suggest to delete it. It'll make a little break at the same time. Yeah that makes sense.

m'yeah, pretty much nothing to see here.

muzukashii

00:08:070 (16,17) - since the previous two notes were kats, these two notes should not have kats also since it doesn't cover the same sounds. I'd suggest you to change them for dons instead. That is true, changed

00:08:670 (18,19,20,21) - if you followed the previous suggestion, this one follows it. these notes basically have all the same intonation with the gun's sound. you should try to put all of these in kats in this case. It will also make a nice transition to the next big don, which has a louder sound. For some reason I thought the sounds on the white/red were different from blue. Guess not, changed.

00:21:120 (60) - this note right here does not seem to be needed as the sound at this place is too soft to be emphasized. By deleting the note, the section will be even because you'll separate both parts you were emphasizing (00:20:070 (55,56,57,58,59) - and 00:21:270 (60,61,62,63,64,65) - ) Agree, changed

00:23:520 (71) - Same thing will apply to this note. Delete it. Ditto

00:24:120 (74) - Since you're going all in and the spread between Futsuu/Muzukashii will be an issue with this pattern, I'd suggest you to delete this note. It does not seem to be needed.Tbh after hearing and playing without it seems good with this removed yeah/

00:25:920 (84) - Same thing as mentioned on 00:21:120 (60) - k

00:30:720 (102) - Delete this note. k

00:31:320 (105) - This note should have a kat to follow the sound made with the next object. Didnt notice they were the same sound, changed.

00:33:870 (115,116,117,118,119,120,121,122) - This is not a thing I am suggesting at all for this kind of difficulty. Try to do something else, because it is an issue with the spread of both of your difficulties.Is this in terms of the DD after the 1/6 k pattern or the 1/6 pattern itself? If this is a problem with the DD after 1/6 I can just make them dd instead (if you think that'll fix it). Please PM me when you're next online so I can figure this out.

Good luck! Thanks

Edit: Confirmation from Raiden about using 3 slider tic rate for a 1/6 drum roll in the muzu

00:36:870 (1,2,3) - I personally would scale these up just a little to give 00:36:270 (1) - a bit more breathing room

00:39:270 (1,2,3,4) - I would move 2 and 4 down a little so the pattern looks a bit more organised, like this http://i.imgur.com/x9dkFJw.pngsame here 00:41:670 (1,2,3,4,1) - 00:46:470 (1,2,3,4,1) - 00:48:870 (1,2,3,4,5) - 00:50:070 (1,2,3,4,5) -

[AWM]I really like this difficulty because a most of the patterns give a lot of anticipation for movement (player has to wait for larger gaps and will try to plan ahead during that time = anticipation), which makes it really feel intense even though the rhythm sometimes isn't very denseAs such, I'll try to make a few suggestions that could improve that experience

00:11:070 (3,4,5) - it could be neat to have less of an angle on 4, resulting in a movement more like this pattern 00:15:870 (3,4,5) - extreme example http://i.imgur.com/Q1FD1i5.png

00:14:670 (6) - I feel like a buzz slider would be more fitting here, it would represent the held sound better and I think it would still add anticipation to the next movement

00:16:170 (4,6) - this overlap is a bit triggering, since you have plenty of room to move the 4 or 6 (or both)my suggestion is moving 6 to get a pattern like this http://i.imgur.com/ATktYiu.png

00:19:470 (1) - just preference, but I feel like a slider with 2 red nodes (or more) would be more fitting to represent the reloading soundwould also make it stand out more from 00:21:870 (5) - 00:26:670 (5) - etc

00:20:670 (4,5) - I personally would angle this pattern just like 00:21:270 (1,2) -

00:23:370 (5,1,3) - you could give 5 the same angle as 1-3, this would make 5 fit better with the patterns around it

00:25:770 (5,4) - another overlap that doesn't really need to be there in my opinionI think it could be interesting if you aligned 5 with 00:25:470 (4,1) - and ctrl + g'd it. I think this would give 00:26:070 (1,2,3,4) - some anticipation since the player has to slow down and move in the opposite direction of the slider to hit the pattern.

00:28:470 (1,2,3) - I'm not sure if this 1/3 is at all readable, it surely doesn't stand out a lot, especially when taking this later pattern 00:35:670 (1,2,3) - into accountIt might be better to make a more unique pattern, you could try something like this http://i.imgur.com/6mwbdw7.png for example

00:33:870 (2,3,4,5,6,7) - I'm not sure if I like this streamjump, it puts a lot of emphasis on 00:34:170 (5) - while there isn't anything significant there.The streamjump also diminishes emphasis on this note 00:34:470 (1) - , you could try arranging it more like this http://i.imgur.com/eAFrcqr.png instead

00:40:470 - I'm kinda sad that there is no click on this and every other next marching sound. Call me weird, but sounds like that are honestly more fun to click on

00:58:470 (1) - didn't realise this was placed on Sinon's hand holding the trigger until I opened the editor. It's pretty cutemaybe you could try putting a 1/4 slider here 00:58:170 - and place it over the uh "reloading thingy" like this http://i.imgur.com/hhcA3pk.pngthough I figure that destroys emphasis on 00:58:470 (1) - , so you could also try something like this http://i.imgur.com/TcbYtVU.png , just silly ideas here

00:36:870 (1,2,3) - I personally would scale these up just a little to give 00:36:270 (1) - a bit more breathing room Yeah that works

00:39:270 (1,2,3,4) - I would move 2 and 4 down a little so the pattern looks a bit more organised, like this http://i.imgur.com/x9dkFJw.pngsame here 00:41:670 (1,2,3,4,1) - 00:46:470 (1,2,3,4,1) - 00:48:870 (1,2,3,4,5) - 00:50:070 (1,2,3,4,5) - Good eye, didnt notice they weren't even

[AWM]I really like this difficulty because a most of the patterns give a lot of anticipation for movement (player has to wait for larger gaps and will try to plan ahead during that time = anticipation), which makes it really feel intense even though the rhythm sometimes isn't very denseAs such, I'll try to make a few suggestions that could improve that experience

00:11:070 (3,4,5) - it could be neat to have less of an angle on 4, resulting in a movement more like this pattern 00:15:870 (3,4,5) - extreme example http://i.imgur.com/Q1FD1i5.pngYeah that does make sense

00:14:670 (6) - I feel like a buzz slider would be more fitting here, it would represent the held sound better and I think it would still add anticipation to the next movement Eh. I'll try it with the buzz and see if people complain.

00:16:170 (4,6) - this overlap is a bit triggering, since you have plenty of room to move the 4 or 6 (or both)my suggestion is moving 6 to get a pattern like this http://i.imgur.com/ATktYiu.pngSliiiightly rotated 6 instead.

00:19:470 (1) - just preference, but I feel like a slider with 2 red nodes (or more) would be more fitting to represent the reloading soundwould also make it stand out more from 00:21:870 (5) - 00:26:670 (5) - etc sure why not

00:20:670 (4,5) - I personally would angle this pattern just like 00:21:270 (1,2) - Yay consistency

00:23:370 (5,1,3) - you could give 5 the same angle as 1-3, this would make 5 fit better with the patterns around it Made similar in angle to 5,6 in the next pattern instead.

00:25:770 (5,4) - another overlap that doesn't really need to be there in my opinion FixedI think it could be interesting if you aligned 5 with 00:25:470 (4,1) - and ctrl + g'd it. I think this would give 00:26:070 (1,2,3,4) - some anticipation since the player has to slow down and move in the opposite direction of the slider to hit the pattern. Not really sure what you mean about this but the way im picturing doesn't play well.

00:28:470 (1,2,3) - I'm not sure if this 1/3 is at all readable, it surely doesn't stand out a lot, especially when taking this later pattern 00:35:670 (1,2,3) - into account Tried to map it a little more uniquelyIt might be better to make a more unique pattern, you could try something like this http://i.imgur.com/6mwbdw7.png for example

00:33:870 (2,3,4,5,6,7) - I'm not sure if I like this streamjump, it puts a lot of emphasis on 00:34:170 (5) - while there isn't anything significant there.The streamjump also diminishes emphasis on this note 00:34:470 (1) - , you could try arranging it more like this http://i.imgur.com/eAFrcqr.png instead That works, Think I just put in a stream jump because I felt like it, not for any good reason.

00:40:470 - I'm kinda sad that there is no click on this and every other next marching sound. Call me weird, but sounds like that are honestly more fun to click on Actually now that I have the note at 00:14:670 (6) - I can get away with having the 3/4 slider into a hitcircle on the white since it was introduced earlier in the map. Did that.

00:58:470 (1) - didn't realise this was placed on Sinon's hand holding the trigger until I opened the editor. It's pretty cutemaybe you could try putting a 1/4 slider here 00:58:170 - and place it over the uh "reloading thingy" like this http://i.imgur.com/hhcA3pk.pngthough I figure that destroys emphasis on 00:58:470 (1) - , so you could also try something like this http://i.imgur.com/TcbYtVU.png , just silly ideas here I did something like this in the Muzu, but you're right it would kinda kill the emphasis on the final note so I'm gonna keep as is.

tatatat wrote:

Normal:00:01:470 (2,3) - Consider placing the circle farther away from the slider since it may confuse the player at 00:20:070 (1,2) - because it is a similar pattern but the timing is drastically different. The pattern on its own would be okay, but since there can be confusion with later patterns it should probably be changed.changed00:03:870 (2,3) - Same as above. ^00:36:270 (5,1,2) - These overlapping slider heads are probably too confusing for a normal difficulty .i'll consider it00:36:270 (5,1) - The body of slider 5 overlaps the body of slider 1 and it ends on the start of slider 1, this definitely can cause confusion. fixed

Rizen wrote:

Crowie's Normal

00:11:370 (3,4,5) - can be very confusing for new players to play since objects 1/2 beat apart ae usually not overlapping. applies to upcoming ones too i'll consider

00:48:870 (1) - maybe use same rhythm pattern as 00:46:470 (1,2) - ? You kinda established in that section that a repeat slider would tend to repeat twice so it's best to follow that through imo this part doesn't have the 1/1s and i think adding circles on the end here would make it a lot harder

Ioneth-chan wrote:

Crowie's NormalIn general, the sliders in here just feel super crowded and overlapped, mostly just the repeating sliders and especially at 00:53:670 (1,2,3,4,1) - in that case you could rotate those so they go outwards from the center, like a flower? hopefully that made sense... personally don't think that would look nice ._.

Dashyy- wrote:

crowie:

you seem to use a lot of multi-reverse sliders (if thats what they're called lol), which is discouraged according to the ranking criteria. i would suggest you make them sliders with circles here and there. it's a guideline, the bpm is slow, and reverses are much easier than a ton of 1/4 sliders

00:00:870 (1) - touching hp bar, should move down a bit fixed00:24:270 (5) - tbh i think two 1/4 sliders instead of a repeat sound better rhythmically. it covers the important sound as well so g i think this is fine because it precedes a finish and i want there to be a jump; also the end of a mini section or what u call it00:28:470 (2,3) - ds changed00:36:270 (5) - overlap here isn't really the best choice, since a new player can misread it easily. same goes for the next 3 sliders changed?

toybot wrote:

[crowie] i guess reverses are fine since the bpm is slowneat <3

gl its p easy to rank as is imo

yaspo wrote:

[Crowie's Normal]I'm not an expert on normals, and this difficulty does seem pretty nice.But, I am concerned about your usage of different repeating sliders and their visual representation

00:08:670 (2,3) - here, there are 2 repeats, followed by a circle aligned with the slider

00:11:370 (3,4) - right after, there are is a single repeat twice. While they aren't as perfectly aligned as the previous pattern, I feel like it -might- be too similar (again, no expert) i think they are different enough, the second sliders are curved

00:48:870 (1) - these shouldn't be a problem since the player doesn't have to click something right after, but I just found it odd that these aren't more like this 00:46:470 (1,2) - they're kinda different in the rhythm of the whole section i guess

00:53:670 (1,2,3,4) - with the previous pattern having 3 repeats, this also might be interpreted incorrectly by the player. Maybe. No idea, honestly :/// i doubt there's a better way to do it?

00:09:307 (2) - for sliders like these I recommend making the slider body itself use a soft sampleset to get rid of the distracting slidertick hitsound on the white tick. same goes for 00:27:307 (1) - 00:38:107 (3) -

00:12:907 (1) - Would look better aesthetically if you placed the red anchor in the middle of the slider imo

00:19:507 (3) - This is just how I would map it, I think deleting this object would help it distinguish the it from all the other sections of the map that use a slider + 2 circles rhythm. Omitting an object here can also highlight the silence in a way. If you choose to keep the object here then you should at least delete the finish addition as there is very little in the song to support it

00:53:707 (1,2,3,1,2,3,1) - I actually think this is way too dense for a player to interpret as the lowest diff. I think having these 00:48:907 (1,2) as reverse sliders and then deleting 00:54:607 (3,3) - would be much more well received to the player. If skipping sounds tilt you can also consider turning the circles 00:54:307 (2,3,2,3) - into sliders.

I would prefer AR 2 ~

Crowie

00:11:407 (3,4,5) - I really don't like how you've structured these single reverse sliders tbh. Because you have a plethora of double reverse sliders it's very easy to mix up the 2 and misread several of these patterns. I would suggest structuring these patterns so that the next object doesn't go behind the reverse arrow of the previous slider

00:19:507 (3) - same as Easy

00:36:307 (5,1,2) - I would recommend sticking to normal DS. Structuring patterns this way for only 3 objects in a normal comes off a slightly random and can throw a player to misinterpret the snapping since it doesn't happen elsewhere in the map.

00:37:657 (2) - end this on the right tick ~ I actually noticed this from sound alone

OD 3.5? what do you think

Head

to me it comes across slightly weird that you would use a higher object density at 00:39:307 (1,2,3,4) - compared to 00:48:907 (1,2) - when the latter builds up intensity.

00:58:507 (1) - the position of this seems a bit too overwhelming to me when existing the spinner (given that there is no circle here in normal as well). Placing this closer to the centre would making it slightly easier and create a nicer spread

00:19:507 (2) - recommend to delete finish addition as stated in easy

Insane

00:00:907 (1,2,3) - Just throwing in a suggestion based on how I would map it https://osu.ppy.sh/ss/8773075 (1 and 3 are stacked). I feel this has nice flow and emphasis. Apply to other appropriate places if you decide to adopt this. Tbh in general I feel like 1 and 2 could do with more spacing given the difficulty of this diff in general.

00:11:407 (4,5,6,7,8) - I find this pattern really weird. It uses different flow and intensity despite being the sounds being so so similar. 00:11:407 (4,5,6) - are spaced moderately but 00:12:157 (7,8) is so tightly packed and there's nothing in the music that would make you interpret the latter as being overly different, imo at least.

00:19:507 (1) - same about finish as Easy

futsuu

00:09:007 (19) - deleting this flow nice rhymically

00:18:907 (44,45,46,47) - Having 1/3s in your lowest diff can be.. slightly tricky, you could consider deleting 00:19:107 (45,46) to simplify it and fit the spread better. Same as 00:28:507 (75,76,77,78) . Alternatively a slider would do

00:22:207 (56) - This feels like it should be a don. Though I think deleting it would be nicer since it would give players a slight break between the long train of objects you've mapped in the kiai

00:24:607 (64) - deleting this would give 00:24:907 (65) more emphasis if that's something you want

00:38:107 (109) - I would recommend deleting this and starting the spinner here. It's like... just how things are done with lower diffs in taiko

00:49:807 (24,28,32,36) - I highly recommend deleting these. Not only is the object density insanely high but it is overmapped here, which would be fine in it self but you've used the same density here 00:48:907 (21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36) - as 00:53:707 (37,38,39,40,41,42,43,44,45) - when the song in the latter has a lot more density in the rhythm. How about something like this? https://osu.ppy.sh/ss/8773270

OD 4 would fit more nicely with this diff and also create a nicer balance spread wise

Muzu

00:12:607 (32) - having these as a kat would give more emphasis to 00:12:907 (33,34) as it would break the monotone beat of 00:12:307 (31,32,33,34)

00:17:407 (48) - same as above.

00:22:207 (65) - ^ same for other places like this too

00:28:507 (91,92,93) - finishes feel overdone to me, could be just me though

[]I feel like you can rename the futsuu and muzu to muzu and oni respectively. I say this because patterns like 00:08:707 (18,19,20,21,22) - wouldn't really pass in a futsuu and you also have very little breaks in between a lot of patterns which is more expected. Of course this would be seen as ok if they were seen as different diffs

Kisses wrote:

Easy

00:09:307 (2) - for sliders like these I recommend making the slider body itself use a soft sampleset to get rid of the distracting slidertick hitsound on the white tick. same goes for 00:27:307 (1) - 00:38:107 (3) - Silenced the slider tics with timing points instead. I feel the soft slider tick is still noticable enough.

00:12:907 (1) - Would look better aesthetically if you placed the red anchor in the middle of the slider imo Made slider same as previous 3

00:19:507 (3) - This is just how I would map it, I think deleting this object would help it distinguish the it from all the other sections of the map that use a slider + 2 circles rhythm. Omitting an object here can also highlight the silence in a way. If you choose to keep the object here then you should at least delete the finish addition as there is very little in the song to support it I think the gun cocking here is significant enough to keep mapped, but did remove the finish

00:53:707 (1,2,3,1,2,3,1) - I actually think this is way too dense for a player to interpret as the lowest diff. I think having these 00:48:907 (1,2) as reverse sliders and then deleting 00:54:607 (3,3) - would be much more well received to the player. If skipping sounds tilt you can also consider turning the circles 00:54:307 (2,3,2,3) - into sliders. Kinda changed, although a bit worried how much of the play objects are on the left side of the screen now.

I would prefer AR 2 ~k

Head

to me it comes across slightly weird that you would use a higher object density at 00:39:307 (1,2,3,4) - compared to 00:48:907 (1,2) - when the latter builds up intensity.Made the first section sliders as well.

00:58:507 (1) - the position of this seems a bit too overwhelming to me when existing the spinner (given that there is no circle here in normal as well). Placing this closer to the centre would making it slightly easier and create a nicer spread Idea was to put it in the trigger like in insane/awm, but I guess I can move it closer to the center for this diff only

00:00:907 (1,2,3) - Just throwing in a suggestion based on how I would map it https://osu.ppy.sh/ss/8773075 (1 and 3 are stacked). I feel this has nice flow and emphasis. Apply to other appropriate places if you decide to adopt this. Tbh in general I feel like 1 and 2 could do with more spacing given the difficulty of this diff in general.

00:11:407 (4,5,6,7,8) - I find this pattern really weird. It uses different flow and intensity despite being the sounds being so so similar. 00:11:407 (4,5,6) - are spaced moderately but 00:12:157 (7,8) is so tightly packed and there's nothing in the music that would make you interpret the latter as being overly different, imo at least. Gonna do a little bit of remapping at the start here, theres some inconsistencies that I need to fix in the opening 15 seconds that I need to sort out.

00:19:507 (1) - same about finish as Easy k

futsuu

00:09:007 (19) - deleting this flow nice rhymically eh ok

00:18:907 (44,45,46,47) - Having 1/3s in your lowest diff can be.. slightly tricky, you could consider deleting 00:19:107 (45,46) to simplify it and fit the spread better. Same as 00:28:507 (75,76,77,78) . Alternatively a slider would do Suppose thats true.

00:22:207 (56) - This feels like it should be a don. Though I think deleting it would be nicer since it would give players a slight break between the long train of objects you've mapped in the kiai Can live with deleting this.

00:24:607 (64) - deleting this would give 00:24:907 (65) more emphasis if that's something you want Yep that works

00:38:107 (109) - I would recommend deleting this and starting the spinner here. It's like... just how things are done with lower diffs in taiko k.. but that means i gotta unmute the entire spinner.

00:49:807 (24,28,32,36) - I highly recommend deleting these. Not only is the object density insanely high but it is overmapped here, which would be fine in it self but you've used the same density here 00:48:907 (21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36) - as 00:53:707 (37,38,39,40,41,42,43,44,45) - when the song in the latter has a lot more density in the rhythm. How about something like this? https://osu.ppy.sh/ss/8773270That actually works really well, good suggestion

OD 4 would fit more nicely with this diff and also create a nicer balance spread wise k

Muzu

00:12:607 (32) - having these as a kat would give more emphasis to 00:12:907 (33,34) as it would break the monotone beat of 00:12:307 (31,32,33,34) k

00:17:407 (48) - same as above. k

00:22:207 (65) - ^ same for other places like this too k

00:28:507 (91,92,93) - finishes feel overdone to me, could be just me though why did i make those finishers in the first place

[]I feel like you can rename the futsuu and muzu to muzu and oni respectively. I say this because patterns like 00:08:707 (18,19,20,21,22) - wouldn't really pass in a futsuu and you also have very little breaks in between a lot of patterns which is more expected. Of course this would be seen as ok if they were seen as different diffs Might ask for more opinions on this.

[AWM]Object at 00:20:707 - should be placed at: [68, 315] currently at: [67, 316] to move in line with slider at time 00:21:007 - Object at 00:26:107 - should be placed at: [344, 136] currently at: [345, 137] to move in line with slider at time 00:25:807 -

[Crowie's Normal]Object at 00:42:307 - should be placed at: [134, 250] currently at: [135, 251] to move in line with slider at time 00:41:707 - Object at 00:47:107 - should be placed at: [134, 250] currently at: [135, 251] to move in line with slider at time 00:46:507 -

[Easy]Object at 00:21:007 - should be placed at: [164, 303] currently at: [165, 304] to move in line with slider at time 00:20:107 - Object at 00:23:407 - should be placed at: [197, 98] currently at: [198, 99] to move in line with slider at time 00:22:507 - Object at 00:25:807 - should be placed at: [491, 125] currently at: [492, 124] to move in line with slider at time 00:24:907 - Object at 00:56:107 - should be placed at: [108, 280] currently at: [107, 281] to move in line with slider at time 00:55:507 -

[Hard]Object at 00:06:307 - should be placed at: [223, 95] currently at: [222, 96] to move in line with slider at time 00:05:707 - Object at 00:19:507 - should be placed at: [179, 95] currently at: [178, 96] to move in line with slider at time 00:18:907 - Object at 00:21:307 - should be placed at: [270, 126] currently at: [267, 128] to blanket slider body at time 00:20:707 - Object at 00:49:207 - should be placed at: [289, 251] currently at: [290, 254] to blanket slider body at time 00:49:507 - Object at 00:50:407 - should be placed at: [395, 124] currently at: [398, 122] to blanket slider body at time 00:50:707 - Object at 00:50:707 - should be placed at: [483, 128] currently at: [484, 129] to move in line with slider at time 00:50:107 - Object at 00:51:607 - should be placed at: [213, 145] currently at: [216, 147] to blanket slider body at time 00:51:907 - Object at 00:51:907 - should be placed at: [159, 80] currently at: [160, 81] to move in line with slider at time 00:51:307 - Object at 00:52:807 - should be placed at: [306, 280] currently at: [310, 283] to blanket slider body at time 00:53:107 - Object at 00:53:707 - should be placed at: [442, 184] currently at: [443, 185] to move in line with slider at time 00:54:007 - Object at 00:53:857 - should be placed at: [442, 184] currently at: [443, 185] to move in line with slider at time 00:54:007 -

[Insane]Object at 00:24:157 - should be placed at: [287, 37] currently at: [288, 38] to move in line with slider at time 00:24:307 - Object at 00:32:707 - should be placed at: [95, 243] currently at: [96, 244] to move in line with slider at time 00:33:007 -

Results for STACKED OBJECTS may be wrong, ya can ignore thoseI hope I didn't malfunction!

Kisses wrote:

Crowie

00:11:407 (3,4,5) - I really don't like how you've structured these single reverse sliders tbh. Because you have a plethora of double reverse sliders it's very easy to mix up the 2 and misread several of these patterns. I would suggest structuring these patterns so that the next object doesn't go behind the reverse arrow of the previous slider they don't require more movement than 2 reverses so i think it can be pulled off

00:19:507 (3) - same as Easy nah

00:36:307 (5,1,2) - I would recommend sticking to normal DS. Structuring patterns this way for only 3 objects in a normal comes off a slightly random and can throw a player to misinterpret the snapping since it doesn't happen elsewhere in the map. done

00:37:657 (2) - end this on the right tick ~ I actually noticed this from sound alone o

OD 3.5? what do you think 3.3 >:v

Arphimigon wrote:

Results given in [x, y] formats[Crowie's Normal]Object at 00:42:307 - should be placed at: [134, 250] currently at: [135, 251] to move in line with slider at time 00:41:707 - o-ok;;Object at 00:47:107 - should be placed at: [134, 250] currently at: [135, 251] to move in line with slider at time 00:46:507 - ^

xtrem3x wrote:

mods

General:

Don = dKat = kBig Don = DBig Kat = K

> in taiko diffs, change SV to 1.40 and use inherited points with 1.50x (futsuu) and 1.70 (Muzukashii) velocity. This would mess up the other SVs changes in the map, but I'll change it if its not rankable.

00:00:907 (1,2) - remove finish ... is rare a diff with 1/4 doubles (applies in next similar pairs) The BPM is low enough that I feel this is fine. This is basically the same as a 200bpm 1/2 double finish. Also in the early parts here there is plenty of room around the two notes for recovery

00:09:157 - Delete this note ... 5-stream notes with finish in (idem) last note is hard (and broke RULE) Again, this is low enough bpm for this to not be considered a stream (unless you stream 100bpm?). Also I see nothing in the difficulty specific guidelines for taiko about this sort of thing.

00:20:107 (54,55,56,57) - remove finish --> same situation with 00:00:907- and similar doubles. Why? They fit well and I personally don't see a problem with them. You gotta explain yourself on these sort of things.00:22:507 (65,66,67,68) - same00:24:907 (77,78,79,80) - same00:29:707 (93,94,95,96) - same00:32:107 (104,105,106,107) - same

00:33:307 - remove finish, is more RULE don´t finish that triple with big note.Again, I don't think you're taking into account the bpm here. This is single tappable.

00:34:907 - Finish slider in 00:43:357- Im assuming you're talking about 00:33:907 (112) - , which is a 1/3 drum roll. If you actually playtested this you'd see that ending this on the 1/4 tick would a) be wrong and b) make no sense since the drum roll is hitting on the 1/6.

00:34:507 (112,113,114,115) - same as 00:20:107-

00:38:257 - Finish spinner in 00:39:007- --> is a rule about leave 1 beat spacing between finish spinner and next note. Thats reasonable, although I don't know if there actually is a rule you're talking about. Maybe it applies to standard but not as much here.

00:49:507 (33,39,45,51) - remove finish --> is progressive and with this is harder.Its supposed to be getting harder? The build up in the song is increasing...

00:53:707 (53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69) - completing above point, change this part for ddddk k ddddk k ddddk k d Its the end of the map, it gets the most intense and has all this buildup, why would I kill the emphasis of the song by mapping a lame all small note pattern.